I think i managed to kill Goddess with w/r using RBAssist. I got little over 30k hp, around 20-25k def and 20-25k patt and was it heartbreak axe or something (lvl 60 craft) that i got.
Before fight i took housemaid defense potion and patt food and used skills aggressivines and frenzy. Then when hp ...
Search found 191 matches
- Wed Jun 15, 2011 7:07 am
- Forum: Runes of Magic
- Topic: Can't kill Goddess of Art's Disciple
- Replies: 11
- Views: 4102
- Mon Jun 13, 2011 5:55 am
- Forum: Runes of Magic
- Topic: Planting
- Replies: 50
- Views: 12538
Re: Planting
I think there is change to get some special items from planting. If i understanded and remember one post correctly, in chapter 4 you will need to do planting in order to get items for new moa items.
- Tue Jun 07, 2011 2:03 am
- Forum: Runes of Magic
- Topic: Arcane Transmutor
- Replies: 9
- Views: 3888
Re: Arcane Transmutor
How did u get your transport runes unbounded - depends this on a server?
I'm playing (botting) on EU server, and I've never seen unbound transport runes!
Can u explain your procedure?
thx
I think they have tried to fix that exploit on many servers. If you don't find those from ah then it might ...
- Sun Jun 05, 2011 6:50 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: useGoodie
- Replies: 62
- Views: 36366
Re: useGoodie
In Lua code semicolons are optional i think. But you still need to form functions correctly. useGoodie("luck").harbifm wrote:can you show me how you write in the code, do you need to put (;) after the code (useGoodie"luck")?
- Sat Jun 04, 2011 12:40 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: useGoodie
- Replies: 62
- Views: 36366
Re: useGoodie
Those names that are used by useGoodie is not buff names. They are just words that i have defined and i could change that name to what i want. For example using usegoodie("luck") it would search client specific buff name by using buff ids that are defined in code.
- Thu Jun 02, 2011 12:04 pm
- Forum: Runes of Magic
- Topic: Database waypoint for Rune of magic
- Replies: 4
- Views: 2942
Re: Database waypoint for Rune of magic
Have you check out rompros.com site? You will find waypoints there too. Haven't tried many of those but did mod my current cyclops waypoint from those files.
- Thu Jun 02, 2011 11:56 am
- Forum: Runes of Magic
- Topic: Cyplops stronghold and zurhidon negotiator
- Replies: 25
- Views: 8045
Re: Cyplops stronghold and zurhidon negotiator
Been a while since I have been in cyclops, so these ones you are talking about are the 4 you need to kill before the boss is actually activated? or you mean the 4 mobs that are fighting alongside the boss?
If it's the 4 mobs before the boss is active
So they have very little HP left, are they ...
If it's the 4 mobs before the boss is active
So they have very little HP left, are they ...
- Tue May 31, 2011 4:04 am
- Forum: Runes of Magic
- Topic: Cyplops stronghold and zurhidon negotiator
- Replies: 25
- Views: 8045
Re: Cyplops stronghold and zurhidon negotiator
Where abouts did you put the code?
I tried that code in my post in waypoint file and in onSkillCast but i can't move after i get first protector killed. It just keeps trying to attack while it lays on the floor.
So would i need to set those mobs in friend list after killing them just to continue ...
I tried that code in my post in waypoint file and in onSkillCast but i can't move after i get first protector killed. It just keeps trying to attack while it lays on the floor.
So would i need to set those mobs in friend list after killing them just to continue ...
- Tue May 31, 2011 3:57 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Allmost foolproof KS run
- Replies: 421
- Views: 166168
Re: Allmost foolproof KS run
The other character can be anywhere. The party needs to be done before entering instance. If you inv character to party while you are inside instance then it won't work. I use my egg farmer to establish party.
- Mon May 30, 2011 5:37 pm
- Forum: Runes of Magic
- Topic: Cyplops stronghold and zurhidon negotiator
- Replies: 25
- Views: 8045
Cyplops stronghold and zurhidon negotiator
So i have been trying to find solution to kill zurhidon negotiator.
My first problem is with 4 mobs in room. After i kill it i can't get my char to continue. The mob is not really dead. MM shows that it got 2 hp. i tried this:
player:update() target = player:getTarget();
if target.Name ...
My first problem is with 4 mobs in room. After i kill it i can't get my char to continue. The mob is not really dead. MM shows that it got 2 hp. i tried this:
player:update() target = player:getTarget();
if target.Name ...
- Mon May 30, 2011 4:18 pm
- Forum: Runes of Magic
- Topic: Attack speed
- Replies: 6
- Views: 2587
Re: Attack speed
I did this for w/r:
player:update() target = player:getTarget();
-- cast probing attack if enemy don't have weakean or vulnerable debuff
if arg1.Name == "WARRIOR_PROBING_ATTACK" and target:hasDebuff("Vulnerable") or target:hasDebuff("Weakened") then
return false;
else
return true;
end ...
player:update() target = player:getTarget();
-- cast probing attack if enemy don't have weakean or vulnerable debuff
if arg1.Name == "WARRIOR_PROBING_ATTACK" and target:hasDebuff("Vulnerable") or target:hasDebuff("Weakened") then
return false;
else
return true;
end ...
- Mon May 30, 2011 3:37 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Allmost foolproof KS run
- Replies: 421
- Views: 166168
Re: Allmost foolproof KS run
Do you mind if i take that boss selection from your ks waypoint? I would include that to my cyc waypoint i would probably release that at somepoint.
- Mon May 30, 2011 3:28 pm
- Forum: Runes of Magic
- Topic: Attack mobs whithout target
- Replies: 2
- Views: 1756
Re: Attack mobs whithout target
So you don't want bot to attack enemies that are allready attacked by someone else?
In your character profile is an option for that. If i understanded correctly what you are meaning
<option name="ANTI_KS" value="true" />
If that is true it will ignore enemies that have target and if you set ...
In your character profile is an option for that. If i understanded correctly what you are meaning
<option name="ANTI_KS" value="true" />
If that is true it will ignore enemies that have target and if you set ...
- Mon May 30, 2011 1:57 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: useGoodie
- Replies: 62
- Views: 36366
Re: useGoodie
I don't know the version that introducted addons or userfunctions. So it might be that you have too old version of rombot for userfunctions. Creating folders won't work cause rombot won't have code to find those folders and use files in them.
Because you play with older version or runes of magic ...
Because you play with older version or runes of magic ...
- Mon May 30, 2011 11:12 am
- Forum: Runes of Magic
- Topic: Clearing Loot Ignore List?
- Replies: 17
- Views: 7239
Re: Clearing Loot Ignore List?
Have you set lootomatic to loot bosses? That addon will by default ignore autoloot on bosses.
- Mon May 30, 2011 8:56 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Allmost foolproof KS run
- Replies: 421
- Views: 166168
Re: Allmost foolproof KS run
Exactly on those places are some buggy spots yes :)
When i got some time again, i will look into it :)
I allready did few tweaks on that waypoint file so it wouldn't get stuck there. There was also one spot in beginning where it went too far and might get stuck. That was probably first one ...
- Sun May 29, 2011 2:34 pm
- Forum: Runes of Magic
- Topic: Error on Ranch Script
- Replies: 9
- Views: 3970
Re: Error on Ranch Script
Im running the new, original script now and the one I attempted to change, the changed one isn't working while the original is.
only thing I tried to change is that I want it to load a new waypoint file when it hits a certain level, so I just added
if( player.Level > 9 ) then
loadPaths ...
only thing I tried to change is that I want it to load a new waypoint file when it hits a certain level, so I just added
if( player.Level > 9 ) then
loadPaths ...
- Sun May 29, 2011 7:05 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Allmost foolproof KS run
- Replies: 421
- Views: 166168
Re: Allmost foolproof KS run
This seems to work decently. There are few places where it tries to agro through walls but nothing very bad issues. It still continues after few failed tries. First problem was on first stairs where it got stuck on corner of stairs but manages to get from it. Second one was on stairs down before ...
- Sun May 29, 2011 4:01 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: useGoodie
- Replies: 62
- Views: 36366
Re: useGoodie
did not work
where should I save the file (userfunction_useGoodie_universal .lua)?
Default folder for userfunctions is micromacro\scripts\rom\userfunctions . But since you need to use older version of rombot the rombot might not be able to use these files. I think it was addons folder at first ...
where should I save the file (userfunction_useGoodie_universal .lua)?
Default folder for userfunctions is micromacro\scripts\rom\userfunctions . But since you need to use older version of rombot the rombot might not be able to use these files. I think it was addons folder at first ...
- Sat May 28, 2011 2:24 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: useGoodie
- Replies: 62
- Views: 36366
Re: useGoodie
You have 2 instances of onLeaveCombat now and i don't know if it will work that way. But if you remove the first one. So this:
<onLeaveCombat><![CDATA[
-- Additional Lua code to execute after killing an enemy
]]></onLeaveCombat>
<onLeaveCombat>
useGoodie("speed");
useGoodie("luck");
useGoodie ...
<onLeaveCombat><![CDATA[
-- Additional Lua code to execute after killing an enemy
]]></onLeaveCombat>
<onLeaveCombat>
useGoodie("speed");
useGoodie("luck");
useGoodie ...